Posts for Bisqwit


Post subject: Re: Castlevania 3 special version
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Bisqwit wrote:
Phil wrote:
im using Konami special version released from 2002
Never heard of that.
I tested that and it has exactly the same sound as the original (1990) USA version. Please use the Japanese version (1989).
Post subject: Re: Castlevania 3 special version
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Phil wrote:
im using Konami special version released from 2002
Never heard of that. Will be a trouble for FMV-only users...
Phil wrote:
i'm plying the game with AKAMA as the name which put the game a lot more harder. http://www.gamefaqs.com/console/nes/code/7603.html if you think it's a cheat.
It is a cheat (it takes you directly to the second quest , which you normally get only by playing the game through once - a more difficult version of the exactly same game), but I will allow that one.
Post subject: Re: Castlevania 3 and Battltoads
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Phil wrote:
I've just begin the my first try of Castlevania3. So give me a good luck ;).
I wish you're doing it on Akumajou Densetsu (the Japanese version), because it has a much better sound than the USA version while the game still being the same. The Japanese version had some extension chip (VRC6) that gave a few extra sound channels, but Nintendo of America thought it's too expensive and modified the game to play on standard NES audio hardware.
Post subject: Re: Famtasia just deleted my file :(
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Bob Whoops wrote:
Well, it actually didnt delete it, it just replaced everything with zeros. Has this ever happened to anyone? Luckily I have backups, but its still annoying.
Occassionally it replaces the first byte of the file with zero. I fix it by opening it in a binary-safe text editor and replacing the first byte with "F" and it works again. I have no idea what causes it - maybe using quicksaves in wrong order.
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Phil wrote:
It was sended to Bisqwit so waiting for him.
Workday, so I'll process it in 10 hours or so.
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Eiki wrote:
I never realy get the AVIs, too long. Go go the .fmv files :D
fmv is good for authentity verification and for viewing once. avi is good for browsing back and forth and inspecting in detail - easier to view too :)
Post subject: Re: emulator-introduced glitches
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The glitches are bugs that are in the game itself. They are not introduced by an emulator. The wall-jumping trick in SMB, for example, is doable on a real NES (I've done it), but takes several tries just like it does on an emulator. If your "glitch" is as simple as just pressing right+left at the same time, you can do it on NES too if you break your controller or use a controller that has separate right+left buttons. As I recall, Wrath of Black Manta (NES) even has some techniques that require you to press opposite directions at the same time. (My memory on this hasn't been refreshed in ~15 years though.)
Post subject: XML backend
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I created a script that automatically generates an XML file from the nesvideos page data. http://tasvideos.org/data.xml I wonder if anyone needs it :) It's now theoretically possible to create a script that lurks for recent changes and handles them somehow.
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DJ_FozzBozz wrote:
Nevermind, I found a way to play with my keyboard AND my gamepad, and recording works!!!!!!!!!!!!!!!!!
You shared the problem with us - why not share the solution too?
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> Oh well, I guess I'll have to endure him again, > only if there's a way to record joypad motions. I have no experience in using joypads, but I would suggest disabling the keyboard controls for the second player, leaving the joypad as the only choice - maybe it would work. > Btw, speaking of "pausing" and "resuming" production, is there > a way to stop recording, close Famtasia, come back later, > re-open Famtasia, then continue my .fmv? I'm working > on Bucky O'Hare, and I need to take a break... This has been discussed here before.
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Sleepz wrote:
Well, Im at the beginning of World 3 right now. I can always speed things up. However, mine is just a straight through time attack while Bob's is a 100% run. Which do you prefer to see?
I could post both, with either of them as a note for another, like Michael Fried's SMB3 run is for Morimoto's run.
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Sleepz wrote:
Kid Icarus - Still feel like doing this one. Dunno, we'll see.
I got a complete movie of this game from Bob Whoops a few days ago. However, he wanted me to put it on hold to wait for your version. But if you haven't yet even started, maybe I'll release his version first.
Post subject: Re: Mario Bros
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Mister_D wrote:
What you are talking about by saying "two-player video"... the two players play alternatively on this game so I just don't see the interest of that thing...
I thought you was talking about Mario Bros.
Post subject: Re: Mario Bros
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Mister_D wrote:
I don't know if I will do a really good video one day, but I think I'll try it...
Do a 2-player version of it and it might become :) (Yes, it is really hard and time consuming)
Post subject: Re: Superplay 'discussion' on radio show
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For the convenience of people who don't want to download this 86 MB mp3 file, here's a text version of the relevant piece. My native language is not English so there's a few places where I couldn't understand what they said, but the most of it is here.
I wanna take a little moment to talk about timeattack and speedrun videos. Now, my original intention of this segment was to try to get Arc the lad, who houses some of these speedrun videos, to come on to our radio interview. However, Arc the lad seemed to be a little shy - didn't really want to come on - didn't think that speedrun videos would be all that cool to talk about. I can understand that - but I wish that he would have came on. Nonetheless, there is a link to his page, right? Now, that's not it - that's not all of it. On it you can see all of these timeattacks and of these <?> Ghosts'n Goblins in 9'38, Metroid in... - Tyson's Punchout in 20 minutes... But, with the games like that <?> there's definitely like a shortcut <?>. Metroid in 16'20. - No - Yes. - I don't believe that. - Yes. - I believe Punchout in 20 minutes- - Hold on, I've got some of these here - Now none of these have been altered in any ways? They have not been altered! However, it has been said that many of them use slow motion - in order to make this most precise movements in the game. And if you want an excellent example, that Castlevania one in 12'35 of how to use the game engine to advantange. - I want to see it. I could look at it at home, but... This is what the special surprise is gonna be here. Jagobah is here, however... he has... - No, he is here, .. <?> Jagobah, why don't you release the information out to everyone here the channel - because, Jagobah has been so kind as to gather these game videos and present them on his ftp that he's going to open up for the EG listeners to night. Exclusively for EG, because some of these - actually a lot of these - are like torrent links. <?> here is Kung Fu in 3'42 - this is amazing. Seriously, this guy has - I don't know if this is as amazing as the Castlevania one - but this guy has every single bit of timing down to the tee. - Cup stacking.. hehehe The Life Force one is very very cool. Anyway, there's an excellent - _excellent_. Here's Zelda Ocarina of Time in 5 hours.. - <?> There is Ghosts'n Goblins, and it is done in... - What is that game? - Mega Man in 31 minutes... - Mega Man 2 in 28 minutes... - Super Mario Brothers in 5 minutes, it's using warp pipes... Anyway, check these out... Jagobah will give you the information in the pound epilectic channel on irc.enterthegame.com - As to see these, right? To see these, right - you'll be able to download... River City Ransom in 9 minutes... Legend of Zelda Link to the Past in one minute 52... that's pretty good... - In one _hour_ 52... So... very cool stuff - the question is... There's no question of <?> in these... It makes one wonder <?>
So... indeed they didn't have very much to say. :) [edit: The name was Jagobah, not Jackover]
Post subject: Re: Superplay 'discussion' on radio show
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Arc wrote:
They don't have a lot to say really. You'll hear that they asked me to discuss Superplays and I declined. This is because the questions that he emailed me were either a) already answered on the site or b) about me personally. I offered to answer any questions he had about strategies, etc. of Superplays, or explain things in the videos that I made, but he didn't reply.
Interesting. What questions did they ask you then? It's not a good thing to answer an interview with "look at the website, it's all there" type answers :)
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Regarding the "version unknown" movies, those are files whose CRC32 don't match any of the files from the GoodNES archive after deleting the possible "diskdude" tag from the all files. The Contra and Gremlins 2 ROMs I received from the authors. Thanks for testing anyway, I'll edit the entries accordingly.
Post subject: Re: SMB ROM version
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Michael Fried wrote:
For Super Mario Bros., both Yy's video and my video work with the same rom. I think for that game the Japanese and US versions are identical.
Your movie works with my ROM but Yy's one goes out of sync in the level 8-4. Here are two screenshots. The first one is the beginning of the level 8-4 (there stairs are different in different versions), and the second is the place where it dies.
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Bisqwit wrote:
It's there now (110 MB, ugh).
Apparently the sound went quite much desync from the video. Can't help it. (Could spend another 3 hours for recording+encoding it, but there's no guarantee it would work this time.) If it bothers you, use a movie player where you can adjust the audio/video delay manually.
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Phil wrote:
Bisqwit should always precise what's the rom that works for these fmv to be sure it works.
Done.
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Dark Mana wrote:
the exact same thing happens to me to, kirby's adventure, rygar, castlevania 2 and solstice dont work for me. they run, but they dont do what they are supposed to.
All the four games you mentioned were European versions. I added now a cleartext note that you need the European version to replay the fmv.
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Bisqwit wrote:
How do I setup superseeding in btlaunchmany / btlaunchmanycurses?
Looks like it's only to be used in initial seeding. I do that now and it seems quite effective.
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It's there now (110 MB, ugh). I agree that wheel-overuse doesn't look cool. I tried to not use when it doesn't help significantly. I didn't use all abilities, but I think I used quite many of them anyway. I still don't know why "Warp Star" is in the set of abilities that blink when you gamble for what you get from Mixing. You can't select it.
Post subject: Re: Kirby's Adventure
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As some may have noticed, I have edited the previous post during the past days when I have progressed in Kirby's Adventure. I finished it now, and the total duration is 44:26. Sure was a long game... Each world was longer than the previous. I played almost all levels at least two times. Only a few levels were played only once. I played the first three entire worlds three times, because at first run I didn't know about running and then I wasn't satisfied with the second run. Some other worlds (6, 7) I had to replay a few times because I had accidentally broken the recording by using savestates in wrong order. It took many days to do this, and this latest session (which ends now) was 15 hours long :I To be honest, I see lots of problems in it, but they were too difficult to fix and the movie doesn't hurt my eye too much yet. :) I'll try to put the rest of the comments to the entry at the webpage.
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Nach wrote:
Here's his homepage http://alpha-ii.com/caitsith2/
Notice that I already linked to it before you told that :)